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@dsnopek dsnopek commented Jun 23, 2025

This PR allows switching hybrid mode between immersive and panel on desktop for testing. When paired with the Meta XR Simulator or Monado's QWERTY driver, this can allow developers to test out mode switching without putting on a headset.

When running from the editor, it should work with the embedded game view (only tested on Linux with Monado so far), and still have a working debugger and remote scene tree after the mode switch.

Marked as a DRAFT for now, because it depends:

Since this depends on extension_api.json changes that won't be available until Godot 4.6 at the earliest, we won't be able to merge this until this plugin is targeting Godot 4.6+

@dsnopek dsnopek added the enhancement New feature or request label Jun 23, 2025
@dsnopek dsnopek added this to the 5.x milestone Jun 23, 2025
@dsnopek dsnopek marked this pull request as draft June 23, 2025 21:01
@dsnopek dsnopek force-pushed the simulated-hybrid branch 2 times, most recently from a0c46d2 to bcb73e4 Compare June 24, 2025 01:45
@dsnopek dsnopek force-pushed the simulated-hybrid branch 2 times, most recently from dea17f8 to d845e3c Compare July 22, 2025 17:19
@dsnopek dsnopek force-pushed the simulated-hybrid branch from d845e3c to a144c77 Compare July 24, 2025 16:31
mode_args.push_back(Marshalls::get_singleton()->utf8_to_base64(p_data));
}

// This path works when running from the editor.
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Should it be gated with #ifdef TOOLS_ENABLED?

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We could, but we're not making distinct editor and debug builds for this extension - we're just making debug and release builds, so it wouldn't make any difference. I don't think we're currently using TOOLS_ENABLED anywhere, even in our editor plugins

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